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For the game's fictional hard rock band Star-Lord, Eidos Montreal's Senior Audio Director Steve Szczepkowski ended up singing the band's songs himself until a proper singer could be found. However, the game's creative director, after hearing the temp tracks and asking who sang them, was shocked and pleasantly surprised to learn it was Szczepkowski himself and the dev team ended up using the Szczepkowski vocals in the final release, much to his delight.
Contributed by PirateGoofy
Back 4 Blood
In Back 4 Blood's Beta there was an unintentionally defective ladder in a warehouse section of the game that accidentally caused the players character to die upon using it. The game's devs decided to poke fun at this, after fixing said glitch in the final release of the game, by adding graffiti on the wall adjacent to the ladder that tells player to use caution when using it. They also had Mum comment on the "suspicious" ladder when she approaches it by telling the other characters to be careful on it.
Contributed by PirateGoofy
In the "Pet the Doggo" level, if you zoom out in photo mode a message can be seen on the side of the platform that reads: "I made this level for my GF ;D".
Contributed by PirateGoofy
For the Art Direction of the game, In addition to the obvious Generation 1 influence, the designers at High Moon Studios also looked to classic sci-fi franchises that had a certain dark or distinctive look such as the Alien franchise, Blade Runner, and the Tron films among others.
Contributed by PirateGoofy
High Moon Studios pitched the project to Hasbro by sliding a picture of their depiction of Bumblebee across the table during a conference and saying "What do you think?". However, while they were seemingly confident in their more "adult and realistic" take on the franchise, internally for them it was extremely nerve-racking with Jim Daley (Lead Designer) saying it was like "George Lucas looking at [someone] redesigning Luke Skywalker". Hasbro as it turns out really liked the idea and were excited to see the intense Cybertronian war fleshed out more.
Contributed by PirateGoofy
Space Channel 5
Attachment
Michael Jackson's cameo appearance in Space Channel 5 under the name "Space Michael" originated from when he was shown a near-finished version of the game by Sega staff member Shuji Utsumi, and immediately wanted to be featured in it. The game's creator Tetsuya Mizuguchi received the call about Jackson's wishes only one month before the game's completion, and initially wanted to turn him down due to these time constraints. However, he and the rest of the team eventually conceded and wanted to include him, having been inspired by his music videos during development. They ultimately added him into the game by substituting a Morolian-controlled NPC character for a model based on him and added moves based on his famous dance moves, initially expecting him to dislike it. Jackson, fully realizing the pressures the team were facing, approved the appearance and provided voice lines for his character. Mizuguchi recalled Jackson's reaction in a 2009 Den-fami Nico Game interview following his death:

Mizuguchi: "I could only do this much, so I wondered if Michael would refuse. Then ... (Mr. Mizuguchi imitating Michael's voice) 'Oh, OK!' …… Because!"

Jackson would reprise the role of Space Michael in an expanded capacity in Space Channel 5: Part 2.
Contributed by MehDeletingLater
The developers at Platinum Games, who were huge Transformers fans since childhood, decided on the Generation 1 aesthetic of this game. In order to modernize it, in addition to the 80s G1 cartoon, they also took inspiration from the G1-themed Transformers comics by IDW as well as the Transformer: Generations toyline, which is also based on the original 80s designs.
Contributed by PirateGoofy
Series: Pokémon
According to the consumer marketing director at The Pokemon Company JC Smith, one of the big hurdles that Game Freak and other Pokemon devs have to endure is the balance between massive fan demand and the developers' own specific vision for each game.

“...there’s also a vision for what the creators want to provide, and it’s [a matter of] finding that delicate balance throughout. We have a group of creators and professionals working at the Pokémon Company that have been through a lot – seen, heard [a lot]. They have thicker skin than many people do because they’ve heard it.”

Smith also revealed that the company does listen to fan demands of wanting a grander and more sophisticated game in the series, but he also revealed that Game Freak very much strives to make future games extremely accessible at their cores as well.
Contributed by PirateGoofy
Devil May Cry 2
The addition of Lucia as a playable character was a response to player complaints that Trish was not playable in the first Devil May Cry.
Contributed by DrakeVagabond
Dead Rising 4
According to Terence J. Rotolo, the series voice actor for Frank West, he was not asked by Capcom Vancouver to reprise his role for the fourth game due to Dead Rising's asset manager, Trant Lee-Aimes, changing Frank West's character development. Lee-Aimes was asked by fans regarding the lack of Rotolo's involvement within the game, to which he responded in a fan Q&A:

"We wanted to work with someone to provide a more grizzled, older take on Frank at this stage. It's no disrespect to history or previous actors--TJ Rotolo has done a bang-up job."

Rotolo shared a Change.org petition made by fans through social media to have him return back for this game, but to no avail.
Contributed by Tuli0hWut
Devil May Cry 4
According to the game's art director, Tatsuya Yoshikawa, The Order of the Sword is based on the Amish religious sect as a means of blending the medieval elements within the modern setting.

"We brought up the Amish early on, although the goal was never to focus on emulating them too much. I think any given religion represents a closed-off space, in a way. The Order tends to dress its knights in these flashy costumes, but there's a slightly modern sense to them. If they were really shut off from the world, there wouldn't be any modern elements in their costumes at all, right? Those designs were meant to show that the Order has adapted to modern times while stilt retaining their gaudiness. That was our goal there."
Contributed by DrakeVagabond
Devil May Cry 4
According to Bingo Morihashi, Red Queen and Blue Rose were created as a means to visually differentiate Nero's movement and gameplay from Dante.

"For the main weapon, motion artist [Yuichiro] Hiraki-san said he wanted a motorcycle-like sword. What does that even mean, though? He explained that the sword's handle would rumble and sputter like an engine, and everyone loved the idea. Using that sword was important for Nero's characterization, because it gave him this "biker gang" element. That plus his wildness signaled the shift to the current Nero."
Contributed by DrakeVagabond
Devil May Cry 4
According to the game's writer, Bingo Morihashi, Nero was originally envisioned as a noble and sophisticated demon hunter, akin to the likes of Sherlock Holmes. However, the idea was rejected, and the team heavily debated the type of character Nero should be.

"I think he came out all right in the end, but he actually started out as a Sherlock Holmes-type character, sipping tea as he fought off demons. (laughs) But they decided that wasn't such a good idea. (laughs) That was the angle I was gunning for, though. He wound up being your typical wild and crazy kid, but in that sense he resembles Dante quite a bit, so I thought we needed ways to distinguish between the two. I gave him one part Dante's wildness and one part Vergit's sophistication, which gave him a refined, noble nuance. But that wasn't well-received either. So I was told to simply write the scenario as if the character was Dante, and once the team was satisfied with the story's direction, we began to flesh out Nero; his childishness, his unexpected serious moments. I believe this anecdote has been mentioned in some interview somewhere, but the team debated over whether Nero would be the type to cover up his privates in a public bath or let it all hang out. The base for Nero's design is undoubtedly Dante, and if you aged him ten years, Nero would basically resemble Dante physically. After a lot of discussion, though, I was convinced that Nero would definitely cover up his junk in a public bath, whereas Dante wouldn't have ever cared about that from a young age, and it wouldn't make a difference to him as an adult in "DMC 4". either. But Nero begins as a more reserved young man, so the big questions were, 'Is that enough of a difference?' and 'Are we implying that he'll grow up to be just like Dante?'"
Contributed by DrakeVagabond
According to Street Fighter V director Takayuki Nakayama, Ed's name was the result of a mix up from the development staff at the time.

"Oh and I just remembered, the origin of Ed's name," wrote Nakayama. "Our designer had him jotted down in his notes as 'The boy from the ED (ending)', and that got mistaken by someone who read the note as ED being his name. We started thinking 'Hey, that's kinda cool' and decided to use it as his name."

The ending in question is Balrog's ending in Street Fighter IV.
Contributed by ZpaceJ0ck0
Devil May Cry 3: Dante's Awakening
According to the game's character designer, Hiroyuki Nara, the model for Dante was repurposed data for Trish from Devil May Cry 2.

"The characters' speed in the backup data was completely different from how it was in the retail release. The final motions had also been programmed in separately by the software guys, so in order to replicate them, I had to place a television running the original game next to my work monitor and eyeball it. (laughs) So the Dante in "DMC 3" was actually made using Trish's data from "DMC 2". (laughs) We had all sorts of problems with that damn backup data from "DMC 1"... "
Contributed by DrakeVagabond
Devil May Cry 3: Dante's Awakening
According to character designer, Daigo Ikeno, Lady's school girl outfit was inspired by 'the black-haired Julia Volkova' of the duo t.A.T.u.

"The inspiration for Lady's image is the black-haired Julia Volkova of the Russian girl group t.A.T.u. (laughs) This is a woman who sets off to kill demons all by herself, so we equipped her with weaponry that can get the job done. She had to look like a capable fighter, but... Japanese players just love school uniforms. (laughs) All the time, the members of t.A.T.u were known for their uniform-style fashion, so we designed Lady's outfit to look like a uniform too. The thing around her waist looks like a skirt at first glance, but it's actually made up of customized weaponry pouches. The hard pouches are wrapped around her waist and filled with gun magazines, but then they're decorated with a plaid pattern reminiscent of school uniforms. It's hard to say whether she custom-ordered them or made them herself. (laughs) Then there's her white button-up shirt, which feels very fresh and clean. I came up with a number of other battle-oriented designs, but in the end, the uniform look was very important. Itsuno had a big say in it, too. I may have chosen a look more suitable to fighting if it had been up to me. (laughs)"
Contributed by DrakeVagabond
Devil May Cry 3: Dante's Awakening
Having Dante expose more skin was partly inspired by the fashion style and live performances of Johnnys, originally the name of a Japanese boy band that was active in the 1960s, now an umbrella term for Japanese boy bands that specialize in exuberant stage performances.

"The "nothing but a jacket" look is perfect for young, cool stage performers, no? So we were always going to have him "naked" under the jacket. We never wavered on that design element. For a while there was also a design that had the jacket closed in front, but we realized that would be a waste of Dante's incredible, chiseled abs. The red coat contrasts nicely with his sharp, lively body."
Contributed by DrakeVagabond
Devil May Cry 2
The hidden costumes in Devil May Cry 2 were produced as part of a collaboration with the Italian retail clothing company Diesel.

"That was because Tanaka-san, the produce, used to work for them. It was a collaboration that made good use of his last job. People on both sides talked at the time and felt that "DMC 2" and Diesel's visual styles would work well together and could be quite appealing to the casual audience. We were asked to design a belt for the collaboration, and I had the privilege of making the buckle. Seeing Dante and Lucia wearing Diesel fashion on-screen was very cool. There's something neat about watching them run through the game's story while wearing those clothes. It reminds me of "RE" in a way. (laughs)"
Contributed by DrakeVagabond
Devil May Cry 2
Arius's facial features were inspired by the villain of the 1965 film For a Few Dollars More played by actor Lee Van Cleef.

"Arius' aquiline nose is an homage to that of Lee Van Cleef, who plays the villainous sheriff in the film "For a Few Dollars More". I think that feature is actually emphasized even more in the game than in his early artwork. I love making villains with strongly-defined facial features. He looks quite convalescent in the game, with his eerily pale skin. I gave him a pure white outfit and sort of a noble look to imply that he's compensating for a deep, dark evil that he harbors within. His color palette is also meant to contrast with Dante's."
Contributed by DrakeVagabond
Devil May Cry
According to Yuichiro Hiraki, the movements for the Stinger attack and Dante's use of Ifrit were inspired by the 1986 film, Cobra.
Contributed by DrakeVagabond
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